Developing Sagecraft Thread Actions in Sage Enlightenment Campaigns
Summary
In the Sagecraft System, select abilities gained through Cores known as Thread Actions can be used to develop Sagecraft related abilities such as Single Strikes, Single Arts, and variations of Sagecraft Actions, all of which are categorized as Sagecraft Abilities. These offensive abilities are gained from Thread Talents that have been shaped and manipulated in order to work in specific ways in combat. This article has been written to summarize these abilities, and how players can shape them in various ways for combat usage.Part 1 - Components of Creation
In order to understand the Sagecraft system, players need to understand the base elements that make up Sagecraft Abilities, that being the Source, the Form, and the Filament.The Source
The Source is the simplest of the three components that make up a Sagecraft Ability. It is, quite simply, the Celestial Core or Cores combined with the Elemental Sphere that players use in the execution of a Sagecraft ability. The combination of said skills is used to justify both the viability and the difficulty of the execution of an ability. The player can also draw upon the raw power and capabilities they have over an element to try and perform an action, but this may be difficult depending on the way they normally interact with these abilities.The Form
The Form is the most complex of the three components. It allows the player to adjust the method by which an ability is generated in battle. These forms can range in complexity on a scale of 1-5, which helps determine its difficulty or ease in varying situations.The Filament
The Filament relates to any modifications to an attack based on capabilities of the player or weapon equipped, such as poisoning, applying status effects, applying combat maneuvers, etc. The addition of these elements will cost some sort of additional resource, such as Willpower, Action or Stamina Points, and must be negotiated with the StoryTeller in order to balance out the cost.Part 2 - Forms and Class Categorizations
The default Forms available to players depends heavily upon their Class Sphere. Below is a chart demonstrating this link. Be aware that multiple classes have overlap with each other.Forms and Filaments Accessible by Class Categorization
Total List:
- (Aspectral) Projectile, Wave, Zone, Blast, Trap, Swarm, Rain, Burst, Persist, Verticus, Zone Wave, Structure, Trigger, Arc, Flow, Blindside, Reactive, Targeted, Mark, Preemptive, Semi-Autonomous, Simulte, Link
- (Martial) Pierce Line, Strike Line, Wide Cleave, Weapon Dance, Spin Strike, Counterstrike, Covering Counterstrike, Infusion Strike, Remote Cover
Class Category | Forms |
---|---|
Auxiliary | Swarm, Rain, Persist, Burst, Structure, Trigger, Arc, Flow, Targeted, Preemptive, Mark, Simulte, Link, Covering Counterstrike, Remote Cover, Infusion Strike |
Control | Wave, Zone, Trap, Rain, Persist, Verticus, Zone Wave, Flow, Targeted, Reactive, Mark, Semi-Autonomous, Link, Weapon Dance , Infusion Strike, Strike Line |
Agility | Blast, Trap, Swarm, Persist, Verticus, Arc, Blindside, Targeted, Mark, Preemptive, Pierce Line, Strike Line Weapon Dance |
Skirmish | Projectile, Blast, Burst, Zone Wave, Targeted, Trigger, Arc, Simulte, Pierce Line, Strike Line Weapon Dance, Wide Cleave, Counterstrike |
Bulwark | Zone, Blast, Persist, Structure, Trigger, Flow, Reactive, Mark, Preemptive, Link, Wide Cleave, Spin Strike, Covering Counterstrike |
Ordynence | Projectile, Wave, Zone, Swarm, Rain, Burst, Persist, Zone Wave, Trigger, Flow, Reactive, Preemptive, Link, Infusion Strike |
Arc
Blast
Blindside
Burst
Counter Strike
Covering CounterStrike
Flow
Infusion Strike
Link
Mark
Persist
Pierce Line
Preepmtive
Projectile
Rain
Reactive
Remote Counter
Semi-Autonomous
Simulte
Spin Strike
Strike Line
Structure
Swarm
Targeted
Targeted forms of Aspecteal power require the targets to be marked in some way for them to be most effective, either through concentrated focus (Perception + Concentration) or through some sort of elemental signature placed on them or analyzed on them (Perception + Energy Sensitivity). Once marked, the wielder of this power gathers energy to create an effect that either emanates from, or homes towards, those targeted. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category [AUX, AGI, CRL, SKR] points in dice against complexity.
Trap
Trigger
Verticus
Wave
Weapon Dance
Wide Cleave
Zone
Zone Wave
Chain
- The complexity of the ability is equal to the sum of the individual Thread forms divided by 2 (rounding up) +1. This resulting number is not reduced by AP as normal unless the resulting ability is formally Woven and Mastered by the character who uses it.
- The damage of the ability must sum to a maximum of normal Aspectral Damage (ADMG = (Number of successes - Botches) + Intonation Roll)), but may be enhanced by sacrificing damage, accuracy or area in one form or another.
- Any conditions can be made more complex by sacrificing accuracy, area or damage for additional complexity without normal penalty, such as adding more effects to a Link effect.
- The area of effect for each ability can be enhanced or reduced as the above.
- All of these elements are subject to negotiation with the Storyteller.
Part 3 - Rules on Shaping, Weaving, and Mastery
While all of these rules pertain to the structured development of abilities, this is not to say that players are limited to only these forms. The creation and manipulation of the elements is available to all with access to the spheres of said elements. However, these rules help reduce the complexity and difficulty of some of the greater forms. Below is an overview of how different processes are treated in the creation of different effects under various circumstances. -Shaping- Shaping an Art with Aspectral power, both in and out of battle, relies on the nature of two things: its difficulty and its complexity. When wielding the elements, depending on the volume of the elements and the character's capacitance, things can become more difficult. However, under normal circumstances, wielding power is a default difficulty (6+) affair. The complexity is dictated by the charts as laid out above, requiring a set number of successes, but those successes are reduced through the use of AP in the manifestation of the ability. The difficulty is reduced by 1 by training in it as part of your class category (or by gaining it outside of that), the difficulty and complexity are further reduced by 1 if the player goes through the process of Weaving the Thread, and the complexity is reduced by 1 more if the player has Mastered the woven ability. This is demonstrated better through a small chart with a simple ability shown below:- Shaping a Fireball without training in it requires 3 successful rolls at 6 or higher to succeed (Stated as Complexity 3, Difficulty 6).
- Shaping a Fireball without training but using AP reduces the complexity by 1 (Complexity 2, Difficulty 6)
- Shaping a Fireball with training but without using AP reduces the difficulty by 1 (Complexity 3, Difficulty 5). Using AP it becomes Complexity 2, Difficulty 5.
- Shaping a Fireball as a Thread Action (Fireball creation is woven into Celestial Tapestry), reduces the difficulty and complexity by 1 to become Complexity 2, Difficulty 5 (Untrained)| Complexity 2, Difficulty 4 (Trained)| Complexity 1, Difficulty 4 (Trained using AP)
- Shaping a Fireball when Mastered reduces the complexity by 1 more. Thus casting a Trained Fireball without using AP becomes Complexity 1 Difficulty 4, and with AP use becomes Complexity 0 (Guaranteed unless botched), Difficulty 4)
- Reduced complexity of the ability (-1)
- The ability to modify the Threaded ability without increased complexity (up to 2 modifiers)
- Standardize the AP cost for use in a Pattern to 1.
Aspect Core Rules
Terminology- A Core is a psionic representation of an aspect of one's elemental powers under their control. This is used as a basis for the creation of skills for situations in and out of battle, and players dialogue with the Storyteller in the development of Thread Abilities. To that end, the following rules and terminologies apply.
- Below are the terms used to distinguish how Cores work together in the system.
- Duality Cores represent the ability to perform two or more actions fluidly. They are the Default Core Type, and can be used singularly to craft Thread abilities.
- Empty Cores represent Cores that must be filled with a specific elemental energy to be used properly. Once filled, they are permanently aligned with this elemental energy (providing passive benefits) and can be treated as a Duality Core for the purposes of creating Thread abilities.
- Hollow Cores are similar to Empty Cores, but lack the permanency element and benefit effects of an Empty Core, allowing the player to manipulate different elements at different times. It needs to be filled with one or more energies in order to be treated as a Duality Core, and wielding more than one energy at once increases difficulty and complexity by each additional element
- Phenom Cores represent the absorption, replication and manipulation of a phenomenon. These can either function as Empty or Hollow Cores for the purposes of how permanent the effect is once absorbed. They have no issue wielding the multiple elements that may make up the phenomenon, but parsing those elements may increase the initial difficulty of wielding Thread skills made in such a way.
- Linked Cores represent Cores that are, by default, used simulataneously. This means that, with no additional burden in terms of time taken once trained, the wielder of these cores can use all simultaneously without incurring any additional cost. Unlinking the Cores and using them seperately is possible, but increases the initial difficulty of wielding Thread skills developed that way. A Linked Core can also be Linked to a Duality, preventing the use of a specific core without the activation of the other, but not vice versa
- Harmonium Cores are cores that cannot be wielded by themselves, but must be wielded with at least one other core for activation of their abilities. This slightly increases the resource cost in developing the Thread Skill, but incurs no additional penalties in the usage of said skill. in other words, so long as they are not wielded singularly, Harmonium Cores incur no additional action penalties when used simulataneously with at least 1 other Core
- When players get to 5 or more points in a sphere, they are able to wield the raw power of an element they have access to, with a great deal of difficulty. This increases the resources needed to create the Thread Skill by an additional 50% rounded up, the initial, unmastered ability difficulty by 2, and the initial complexity by +2, unless it is specifically one of the powers mentioned prior to 5 points in that sphere. These additional penalties are nullified upon mastery, and the penalties are reduced by 1 for every 2 levels beyond 5.
Part 4 - Pattern Creation
By expending more EXP, players can create patterns, compressing the time needed to perform actions that have been woven into Thread into a single action that takes all of their effort and focus (preventing them from performing reactions on that turn). Performing such a Pattern comes with rules, of course, and those rules are as follows:- Any Thread with a complexity greater than 3 after AP is used cost 2AP instead of one unless the Thread is mastered
- Any Pattern that begins with an Aspectral ability that the character needs to channel to wield is treated as channeled and its activation is delayed to the next round. If delayed as such, it is treated as a normal action, allowing the playable character to move and react on their next turn.
- The player must roll against a complexity equal to half the total sum of all Thread's complexity (reduced by AP use) divided by 2 -1 per Thread in the pattern, and roll against a difficulty of 7 reduced by 1 per Mastered Thread involved in the process.
- No AP is regained when an ability of this nature is activated.
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